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author | eray orçunus <erayorcunus@gmail.com> | 2019-06-29 15:55:19 +0200 |
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committer | eray orçunus <erayorcunus@gmail.com> | 2019-06-29 15:55:19 +0200 |
commit | 0974447f585a457ea7d68187db28bcec5aa269e2 (patch) | |
tree | 6f7cf38dc4ea9a17b1bc6125fcc69758cf535e34 /src/Collision.cpp | |
parent | Merge branch 'master' of git://github.com/GTAmodding/re3 into erorcun (diff) | |
parent | fix (diff) | |
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Diffstat (limited to 'src/Collision.cpp')
-rw-r--r-- | src/Collision.cpp | 303 |
1 files changed, 278 insertions, 25 deletions
diff --git a/src/Collision.cpp b/src/Collision.cpp index 774caf9d..6189a3fc 100644 --- a/src/Collision.cpp +++ b/src/Collision.cpp @@ -1,7 +1,21 @@ #include "common.h" #include "patcher.h" +#include "main.h" +#include "Lists.h" #include "Game.h" +#include "Zones.h" #include "General.h" +#include "CullZones.h" +#include "World.h" +#include "Entity.h" +#include "Train.h" +#include "Streaming.h" +#include "Pad.h" +#include "DMAudio.h" +#include "Population.h" +#include "FileLoader.h" +#include "Replay.h" +#include "CutsceneMgr.h" #include "RenderBuffer.h" #include "SurfaceTable.h" #include "Collision.h" @@ -19,8 +33,6 @@ enum Direction eLevelName &CCollision::ms_collisionInMemory = *(eLevelName*)0x8F6250; CLinkList<CColModel*> &CCollision::ms_colModelCache = *(CLinkList<CColModel*>*)0x95CB58; -#if 0 - void CCollision::Init(void) { @@ -29,71 +41,204 @@ CCollision::Init(void) } void +CCollision::Shutdown(void) +{ + ms_colModelCache.Shutdown(); +} + +void CCollision::Update(void) { - CVector pos = FindPlayerCoors(); + CVector playerCoors; + playerCoors = FindPlayerCoors(); eLevelName level = CTheZones::m_CurrLevel; - bool changeLevel = false; + bool forceLevelChange = false; + + if(CTimer::GetTimeInMilliseconds() < 2000 || CCutsceneMgr::IsCutsceneProcessing()) + return; // hardcode a level if there are no zones if(level == LEVEL_NONE){ if(CGame::currLevel == LEVEL_INDUSTRIAL && - pos.x < 400.0f){ + playerCoors.x < 400.0f){ level = LEVEL_COMMERCIAL; - changeLevel = true; + forceLevelChange = true; }else if(CGame::currLevel == LEVEL_SUBURBAN && - pos.x > -450.0f && pos.y < -1400.0f){ + playerCoors.x > -450.0f && playerCoors.y < -1400.0f){ level = LEVEL_COMMERCIAL; - changeLevel = true; + forceLevelChange = true; }else{ - if(pos.x > 800.0f){ + if(playerCoors.x > 800.0f){ level = LEVEL_INDUSTRIAL; - changeLevel = true; - }else if(pos.x < -800.0f){ + forceLevelChange = true; + }else if(playerCoors.x < -800.0f){ level = LEVEL_SUBURBAN; - changeLevel = true; + forceLevelChange = true; } } } - if(level != LEVEL_NONE && level != CGame::currLevel){ - debug("changing level %d -> %d\n", CGame::currLevel, level); + if(level != LEVEL_NONE && level != CGame::currLevel) CGame::currLevel = level; - } if(ms_collisionInMemory != CGame::currLevel) - LoadCollisionWhenINeedIt(changeLevel); + LoadCollisionWhenINeedIt(forceLevelChange); CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); } +eLevelName +GetCollisionInSectorList(CPtrList &list) +{ + CPtrNode *node; + CEntity *e; + int level; + + for(node = list.first; node; node = node->next){ + e = (CEntity*)node->item; + level = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel()->level; + if(level != LEVEL_NONE) + return (eLevelName)level; + } + return LEVEL_NONE; +} + +// Get a level this sector is in based on collision models +eLevelName +GetCollisionInSector(CSector §) +{ + int level; + + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS]); + if(level == LEVEL_NONE) + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS_OVERLAP]); + if(level == LEVEL_NONE) + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS]); + if(level == LEVEL_NONE) + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS_OVERLAP]); + if(level == LEVEL_NONE) + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES]); + if(level == LEVEL_NONE) + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES_OVERLAP]); + return (eLevelName)level; +} + void -CCollision::LoadCollisionWhenINeedIt(bool changeLevel) +CCollision::LoadCollisionWhenINeedIt(bool forceChange) { - eLevelName level; + eLevelName level, l; + bool multipleLevels; + CVector playerCoors; + CVehicle *veh; + CEntryInfoNode *ei; + int sx, sy; + int xmin, xmax, ymin, ymax; + int x, y; + level = LEVEL_NONE; - if(!changeLevel){ - //assert(0 && "unimplemented"); + + playerCoors = FindPlayerCoors(); + sx = CWorld::GetSectorIndexX(playerCoors.x); + sy = CWorld::GetSectorIndexY(playerCoors.y); + multipleLevels = false; + + veh = FindPlayerVehicle(); + if(veh && veh->IsTrain()){ + if(((CTrain*)veh)->m_doorState != TRAIN_DOOR_STATE2) + return ; + }else if(playerCoors.z < 4.0f && !CCullZones::DoINeedToLoadCollision()) + return; + + // Figure out whose level's collisions we're most likely to be interested in + if(!forceChange){ + if(veh && veh->IsBoat()){ + // on water we expect to be between levels + multipleLevels = true; + }else{ + xmin = max(sx - 1, 0); + xmax = min(sx + 1, NUMSECTORS_X-1); + ymin = max(sy - 1, 0); + ymax = min(sy + 1, NUMSECTORS_Y-1); + + for(x = xmin; x <= xmax; x++) + for(y = ymin; y <= ymax; y++){ + l = GetCollisionInSector(*CWorld::GetSector(x, y)); + if(l != LEVEL_NONE){ + if(level == LEVEL_NONE) + level = l; + if(level != l) + multipleLevels = true; + } + } + } + + if(multipleLevels && veh && veh->IsBoat()) + for(ei = veh->m_entryInfoList.first; ei; ei = ei->next){ + level = GetCollisionInSector(*ei->sector); + if(level != LEVEL_NONE) + break; + } } - if(level != CGame::currLevel || changeLevel){ + if(level == CGame::currLevel || forceChange){ CTimer::Stop(); + DMAudio.SetEffectsFadeVol(0); + CPad::StopPadsShaking(); + LoadCollisionScreen(CGame::currLevel); + DMAudio.Service(); + CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false); CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL); CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL); CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN); CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL); CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL); CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN); + CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); + CStreaming::RemoveUnusedModelsInLoadedList(); + CGame::TidyUpMemory(true, true); + CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); ms_collisionInMemory = CGame::currLevel; + CReplay::EmptyReplayBuffer(); + if(CGame::currLevel != LEVEL_NONE) + LoadSplash(GetLevelSplashScreen(CGame::currLevel)); CStreaming::RemoveUnusedBigBuildings(CGame::currLevel); CStreaming::RemoveUnusedBuildings(CGame::currLevel); CStreaming::RequestBigBuildings(CGame::currLevel); - CStreaming::LoadAllRequestedModels(); + CStreaming::LoadAllRequestedModels(true); CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); + CGame::TidyUpMemory(true, true); CTimer::Update(); + DMAudio.SetEffectsFadeVol(127); } } -#endif +void +CCollision::SortOutCollisionAfterLoad(void) +{ + if(ms_collisionInMemory == CGame::currLevel) + return; -WRAPPER void CCollision::SortOutCollisionAfterLoad(void) { EAXJMP(0x40B900); } + CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); + if(CGame::currLevel != LEVEL_NONE){ + CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); + if(!CGame::playingIntro) + LoadSplash(GetLevelSplashScreen(CGame::currLevel)); + } + ms_collisionInMemory = CGame::currLevel; + CGame::TidyUpMemory(true, false); +} + +void +CCollision::LoadCollisionScreen(eLevelName level) +{ + static char *levelNames[4] = { + "", + "IND_ZON", + "COM_ZON", + "SUB_ZON" + }; + + // Why twice? + LoadingIslandScreen(levelNames[level]); + LoadingIslandScreen(levelNames[level]); +} // // Test @@ -1585,11 +1730,119 @@ CColModel::GetTrianglePoint(CVector &v, int i) const v = vertices[i]; } -WRAPPER CColModel& CColModel::operator=(const CColModel& other) { EAXJMP(0x411710); } +CColModel& +CColModel::operator=(const CColModel &other) +{ + int i; + int numVerts; + + assert(0); + + boundingSphere = other.boundingSphere; + boundingBox = other.boundingBox; + + // copy spheres + if(other.numSpheres){ + if(numSpheres != other.numSpheres){ + numSpheres = other.numSpheres; + if(spheres) + RwFree(spheres); + spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere)); + } + for(i = 0; i < numSpheres; i++) + spheres[i] = other.spheres[i]; + }else{ + numSpheres = 0; + if(spheres) + RwFree(spheres); + spheres = nil; + } + + // copy lines + if(other.numLines){ + if(numLines != other.numLines){ + numLines = other.numLines; + if(lines) + RwFree(lines); + lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine)); + } + for(i = 0; i < numLines; i++) + lines[i] = other.lines[i]; + }else{ + numLines = 0; + if(lines) + RwFree(lines); + lines = nil; + } + + // copy boxes + if(other.numBoxes){ + if(numBoxes != other.numBoxes){ + numBoxes = other.numBoxes; + if(boxes) + RwFree(boxes); + boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox)); + } + for(i = 0; i < numBoxes; i++) + boxes[i] = other.boxes[i]; + }else{ + numBoxes = 0; + if(boxes) + RwFree(boxes); + boxes = nil; + } + + // copy mesh + if(other.numTriangles){ + // copy vertices + numVerts = 0; + for(i = 0; i < other.numTriangles; i++){ + if(other.triangles[i].a > numVerts) + other.triangles[i].a = numVerts; + if(other.triangles[i].b > numVerts) + other.triangles[i].b = numVerts; + if(other.triangles[i].c > numVerts) + other.triangles[i].c = numVerts; + } + numVerts++; + if(vertices) + RwFree(vertices); + if(numVerts){ + vertices = (CVector*)RwMalloc(numVerts*sizeof(CVector)); + for(i = 0; i < numVerts; i++) + vertices[i] = other.vertices[i]; + } + + // copy triangles + if(numTriangles != other.numTriangles){ + numTriangles = other.numTriangles; + if(triangles) + RwFree(triangles); + triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle)); + } + for(i = 0; i < numTriangles; i++) + triangles[i] = other.triangles[i]; + }else{ + numTriangles = 0; + if(triangles) + RwFree(triangles); + triangles = nil; + if(vertices) + RwFree(vertices); + vertices = nil; + } + return *this; +} STARTPATCHES InjectHook(0x4B9C30, (CMatrix& (*)(const CMatrix &src, CMatrix &dst))Invert, PATCH_JUMP); + InjectHook(0x40B380, CCollision::Init, PATCH_JUMP); + InjectHook(0x40B3A0, CCollision::Shutdown, PATCH_JUMP); + InjectHook(0x40B3B0, CCollision::Update, PATCH_JUMP); + InjectHook(0x40B5B0, CCollision::LoadCollisionWhenINeedIt, PATCH_JUMP); + InjectHook(0x40B900, CCollision::SortOutCollisionAfterLoad, PATCH_JUMP); + InjectHook(0x40BB70, CCollision::TestSphereBox, PATCH_JUMP); InjectHook(0x40E130, CCollision::TestLineBox, PATCH_JUMP); InjectHook(0x40E5C0, CCollision::TestVerticalLineBox, PATCH_JUMP); |